Mass Effect 3 Priority: Tuchanka Guide—Choices, Gear, and Missables
Mass Effect 3’s Priority: Tuchanka is one of the biggest “do it right or lose it” missions in the Krogan cure arc. This walkthrough-style checklist covers what you can miss, which choices steer Paragon/Renegade outcomes, where to grab key gear, and how each firefight chain leads into the mission’s endgame—plus what carries over into Priority: Citadel 2.
Priority: Tuchanka — what to know before you start
| Mission / Transition | What happens |
|---|---|
| Priority: Tuchanka (end) | Directly advances you to Priority: Citadel 2 |
| Transition to Priority: Citadel 2 | Several optional quests and interactions become unavailable; you can lose out on credits, XP, War Assets, and Reputation tied to them |
The ending of this mission feeds straight into Priority: Citadel 2. When you cross that line, optional quests and interactions will close: you won’t be able to start and/or finish them, and any associated rewards—credits, XP, War Assets, and Reputation—can be missed. In practice, that means you should clear the relevant side content first.
Before launching Priority: Tuchanka, make sure you complete the following quests and activities.
Missable Citadel side content
Beyond the main mission, the guide also flags character interactions that can disappear:
- Docks: Holding Area — Garrus plus two interactions with Kelly Chambers (a total of three if you previously told her to change her identity).
- Purgatory Bar — James Vega.
- Huerta Memorial Hospital — Dr. Michel and Thane Krios.
- Presidium Commons — Joker, EDI, Matriarch Aethyta, Liara, and two businessmen arguing about VIs.
There are also three Citadel side missions that won’t be doable until after you finish Priority: Tuchanka. Since they’ll still be waiting in your Journal later, you don’t need to worry about leaving them unresolved:
- Citadel: Cerberus Automated Turret Schematics
- Citadel: Heating Unit Stabilizers
- Irune: Book of Plenix
Mission stats
Video guide
The guide section includes a Video Guide entry for Priority: Tuchanka (no additional text is provided in the source beyond that label).
Mission rewards
- Experience: 2,000 XP
- Mission Credits: 25,000 credits
- Found Credits: 25,500 credits
- Weapons:
- Graal Spike Thrower
- M-5 Phalanx
- Armor: Death Mask
- Mods:
- Shotgun Smart Choke
- Pistol Melee Stunner
- Pistol Magazine Upgrade
- SMG Scope
- Assault Rifle Extended Barrel
- War Assets: the Krogan and Salarian War Assets are described as normally mutually exclusive
- Turian:
- Turian 43rd Marine Division (90 TMS)
- Turian Engineering Corps (110 TMS)
- Turian Seventh Fleet (90 TMS)
- Krogan:
- Clan Urdnot (300 TMS)
- Krogan Clans (300 TMS)
- Urnot Wrex / Wreav (30 / 25 TMS)
- Salarian:
- Dr. Mordin Solus (25 TMS)
- Salarian First Fleet (150 TMS)
- Turian:
Mission enemies
- Husk
- Brute
- Ravager
- Marauder
Early plans
After completing one of the two opening Tuchanka side missions, your STG doctor tells you the cure is ready—but it still needs a way to be dispersed through the Krogan. Your first choices revolve around how you approach that need:
- “Any ideas?” — +2 Paragon Points
- “You’ve infected them before” — +2 Renegade Points
As the doctor cycles through options, he realizes The Shroud can solve the dispersal problem. The Shroud was originally tied to a massive Salarians-built array meant to clean Tuchanka’s atmosphere, and it was later used to spread the original Genophage. At that moment, you can respond with:
- “That was devious” — +2 Paragon Points
- “That was clever” — +2 Renegade Points
Travel to Aralakh
- Prerequisite: complete either “Tuchanka: Turian Platoon” or “Attican Traverse: Krogan Team”
- Location: Krogan DMZ — Aralakh — Tuchanka
Head to the Krogan DMZ, then travel to Tuchanka in the Aralakh system. While in orbit around Tuchanka, select the Shroud Facility to start the mission. As noted earlier, you must have already finished either “Attican Traverse: Krogan Team” or “Tuchanka: Turian Platoon” so the STG doctor can finish the cure and start planning dispersal.
While you’re in the area, the guide suggests considering a few Search and Rescue pickups from other Krogan DMZ systems—though Nith is called out as optional because it only contains Fuel.
Tuchanka plans
When you select the mission on Tuchanka itself, things go sideways: a Reaper Destroyer shows up and uses the Shroud to poison Tuchanka’s atmosphere instead. The mission team can’t get a ground distraction to work long enough for a stealth slip-in, so Shepard turns to Victus for Turian assistance.
- Convince Victus to support the plan by saying either:
- “But this is for Palaven” — +2 Paragon Points
- “Keep your word” — +2 Renegade Points
- After the plan is set, you can say:
- “Everyone up for this?” — +2 Paragon Points
- “Failure isn’t an option” — +2 Renegade Points
Then, as the conversation continues, the guide repeats the same two prerequisite dialogue branches: “But this is for Palaven” for +2 Paragon and “Keep your word” for +2 Renegade, followed by the “Everyone up for this?” and “Failure isn’t an option” pair for the same respective point bonuses.
As everyone heads out, the situation escalates again: an urgent Vid Comm call pulls you into a conversation with the Salarian Dalatrass. She informs Shepard that the Shroud was tampered with years ago, specifically to keep any cure from working. She also implies the Krogan won’t be cooperative after you cure the Genophage. You can respond with:
- “Yes, this could work” — +2 Paragon Points
- “No, krogan aren’t peaceful” — +2 Renegade Points
Whatever you choose, she then offers meaningful Salarian backing in exchange for ensuring the cure won’t function as intended.
Recommended loadout
- Squad Tactics:
- You’ll run into many armored foes, so Garrus and James are recommended.
- Unique Dialogue:
- For the most distinctive dialogue, bring Liara and Garrus.
- If Garrus isn’t available, bring EDI.
- Liara and Javik are also described as a strong pairing.
- Shepard’s Loadout:
- Bring a Shotgun for the opening Husk fight.
- The Scorpion heavy pistol is highlighted as especially helpful versus Brutes and Ravagers.
The guide repeats the same overall loadout guidance multiple times (Garrus/James for armored enemies, Liara/Garrus for dialogue, EDI as fallback, and Liara/Javik as another pair), plus the same weapon notes for Shepard (Shotgun early, Scorpion for Brutes/Ravagers).
Defend the Hollows
As Shepard and the squad move toward the Hollows, Shepard is unusually quiet. Eve asks whether something is on your mind, and you can choose either:
- “[Reveal Shroud sabotage]” — +2 Paragon Points
- “[Say nothing for now.]” — +2 Renegade Points
Unfortunately, even if you reveal the sabotage, Shepard doesn’t get a chance to fully explain—it’s immediately interrupted by an attack on the way in. The Hollows have already been overrun.
Upon landing, you’ll face a wave of Husks. The guide’s combat approach is to strafe around the area using the mobility of an open arena, and it specifically recommends a Shotgun as the primary tool. Squad powers are useful if you get pinned, but otherwise the shotgun is positioned as sufficient.
Once the Husks are cleared, you’ll enter a longer cutscene with dialogue options. At the start, choose “What clan are you?” on the left to maximize Morality Points. The exact phrasing changes depending on who the Krogan leader is, but the structure looks like this:
- “The salarian is with me” OR “He’s saving your people”, followed by “Count me in” and either “The krogan have earned it” OR “Leave it in the past” for a combined +6 Paragon Points total.
- “Fall in line”, “Everyone had better help”, “Expansion could be a problem” OR “I’d want revenge, too” for a combined +6 Renegade Points total.
Next, you’ll ride in a Tomkah heading to the Shroud. Eve again notices Shepard and asks if they want to say something. This choice influences the tone of the mission’s climactic moment:
- Pick “[Reveal Shroud sabotage]” so your STG doctor can adjust the cure for +15 Paragon Points.
- If you destroyed Maelon’s data in Mass Effect 2, then Wrex treats that honesty as an apology and accepts.
- Pick “[Say nothing for now]” to withhold the sabotage from your STG doctor for +2 Renegade Points.
The guide repeats the Wrex condition: if Maelon’s data was destroyed in Mass Effect 2, Wrex accepts the honesty as an apology.
Then the Tomkah convoy halts, and you dismount to investigate. Before you move, do a quick loot sweep:
- Med Kit — immediately to your left from your starting position, in the center of the clearing.
- Graal Spike Thrower — the shotgun leaning against the railing at the edge of the area, directly in front of you after picking up the med kit.
- Med Kit — the guide points back to the same “see above” location.
- Shotgun Smart Choke — return toward your starting point, then walk left (counter-clockwise) along the Tomkah wheels; the first mod is found at the kneeling Krogan working on the Tomkah.
- Death Mask — listed again as “see above” (same general sweep).
- Pistol Melee Stunner — also listed as “see above” (same general sweep).
- Pistol Magazine Upgrade — located farther left, between the wheels of another Tomkah.
Graal Spike Thrower
The Graal Spike Thrower is described as an unusual shotgun firing heavy flechettes. Those projectiles are noted as being more accurate but slower through the air. You can charge a shot for double damage, but doing so exposes Shepard when using cover. The guide calls it extremely effective against armored enemies, especially on higher difficulties.
After collecting everything, speak with the Krogan Scout. The situation escalates: Shepard must order Eve moved immediately. That leaves Shepard stranded on the highway, and you’ll need a different route. Follow the Mission Marker to a doorway across the gap, then head into the ancient catacombs.
Escape the catacombs
Inside, the catacombs are pitch black and a bit labyrinthine. Shepard has a torch, and you’re guided through it. Although the turns and corridors might feel confusing, the guide notes that different paths still lead to the same destination. Collectibles are scattered here, beginning with a drop at the end of the first large staircase.
- Ancient Krogan Artifact #1 — 8,500 credits. After dropping from the end of the first large staircase at the entrance, turn left on the spot to spot a doorway. Go through, drop down the ledge, then move directly ahead through another doorway into a room with a central column. The artifact is on the right-hand wall as a wall painting.
- Ancient Krogan Artifact #2 — 8,500 credits. Go back to the previous room, turn left, and find another doorway on the left-hand wall. Drop into a small trench in the ground; Eve discusses Kalros, described as the mother of all Thresher Maws. Head left from there and you’ll see a Kalros painting ahead.
- Ancient Krogan Artifact #3 — 8,500 credits. From Artifact #2, continue through the section using an effective U-turn. The only way forward is a doorway on your left leading to a hallway. Check the right-hand wall for the third and final wall painting, depicting Krogan riding war beasts.
Soon, you’ll find a Ravager corpse at the bottom of the stairs that lead out. This moment has alternate dialogue if you haven’t completed “Attican Traverse: Krogan Team” yet. Keep climbing the stairs afterward and you’ll eventually reach the surface again.
Reunite with the convoy
As you push forward, meteoric barrages drop Ravagers and Cannibals. Ravagers are called out for tough shields and high-damage shots that resemble rocket launcher fire. If you’re struck by their missiles, your own shield drains quickly. The guide advises staying far back and using cover, and it suggests largely ignoring Cannibals to focus fire on Ravagers for the moment. To bring Ravagers down, use Viper shots or Armor Piercing Rounds.
Jump across the bridge gap ahead. In the next section you face a Brute, but the guide recommends keeping your distance. Stay back on the bridge and snipe Cannibals. Then advance only until the Brute emerges from the doorway ahead, and unload on it while it’s still moving out. If it gets a chance to attack, remember you can tap Sprint to perform a dodge roll.
You’ll reach a bigger area with a doorway framed by large Krogan statues. Several Cannibals and two Ravagers pour into the scene. Run to the raised platform and take cover behind the low wall facing the Ravagers, then fire at them. The Cannibals should ignore you, but the Husks won’t—so remove Cannibals quickly, reposition, and hit the Husks with your Shotgun.
Cross the bridge next. A View Prompt helps you see the Krogan leader’s Tomkah being chased by Kalros while a small section of the bridge gets taken out. Even if the bridge is destroyed, you aren’t blocked: you can cross a narrow gap on the right side and leap over it.
Begin traversing the broad plaza near the Krogan statues, then expect more Cannibals and Husks. This time, a trio of Marauders arrives from the far side. Keep your Shotgun ready for the Husk wave while you strip Marauder shields. Once you’re set, search the nearby area for collectibles.
- SMG Scope — Before leaving the arena area with the first Marauders, search the left side for this weapon mod near the stairs leading into the second area.
- Assault Rifle Extended Barrel — After leaving the Marauder arena, you’ll climb down and then up two sets of stairs. Head left and continue up until you find this weapon mod tucked into a corner.
When you drop down the right-hand side gap near the stairs, a cutscene triggers and transitions you into the next area.
Activate the hammers
In the following cutscene, the plan is explained: remove the Reaper Destroyer by using two Maw Hammers to summon Kalros and keep the Destroyer occupied. For Morality Points, you get two pairs of choices:
- “What about the risks?” and “Be safe” — combined +2 Paragon Points
- “We’ve done crazier things” and “Let’s get it done” — combined +2 Renegade Points
There’s also an extra Paragon Interrupt if Wrex is the Krogan leader and you either spared Maelon’s data in Mass Effect 2 or are currently on good terms with Wrex after destroying it. In that case, you can trigger a special Paragon Interrupt for +5 Paragon Points.
After the cutscene, take cover and fight more Cannibals. The guide implies they shouldn’t feel surprising at this point. When they’re cleared, head to the stairs on the left side of the area.
- M-5 Phalanx — after dealing with the Cannibals, climb the stairs and turn left to find the pistol.
M-5 Phalanx
The M-5 Phalanx is a returning DLC pistol from Mass Effect 2. It’s been rebalanced from its Desert Eagle-like version in that game. In Mass Effect 3, it’s described as a harder-hitting take on the M-3 Predator, with double the power but half the fire rate. It also lacks the laser sight, so it’s only moderately accurate rather than perfectly accurate. The guide’s upside is that it compresses when not in use.
After grabbing the pistol, head to the far end, leap over the gap. The Reaper above has noticed you, but Turian ships rejoin the fight to keep it distracted. Sprint across the rubble to the Maw Hammers for the level’s final engagement.
The objective is to activate two locations: one up stairs on the right and one directly across on the left. Each hammer is guarded by a Reaper leg that can crush you, though the bigger threat is that Brutes spawn infinitely to stall progress. The guide notes these spawns come in pairs and don’t include the two Brutes that start in the area.
Once you activate the Maw Hammers, this section ends—so if you’re quick and smart, you can Sprint straight to one hammer, activate it, then rush across to hit the second before you’re overwhelmed. This approach is easier for an Infiltrator using Tactical Cloak, since you can slip past Brutes undetected. Even so, you still need to pause so you don’t get caught by the Reaper legs shielding each hammer.
Activate both hammers, and Kalros arrives to destroy the Reaper. The Reaper is taken out, but the Shroud takes a major hit during the fight. With the Destroyer destroyed, Shepard moves into the Shroud to check on the STG doctor.
The Shroud finale
After the hammer phase, you’ll get an important dialogue sequence. The guide stresses that multiple outcomes are possible here based on what you decided throughout the Trilogy up to this point.
Fate of Eve
The first major outcome point triggers the moment Shepard enters the room, specifically about Eve. It’s delivered via exposition from the STG Doctor as Shepard first arrives:
- If you saved Maelon’s research data in Mass Effect 2, Eve survives the procedure.
- If you destroyed Maelon’s research data in Mass Effect 2, Eve dies while you’re fighting the Reaper. Starting Mass Effect 3 without importing a Mass Effect 2 profile will always produce this result, even if you used the Genesis 2 DLC comic.
After that, what comes next depends on whether you told your STG Doctor, Eve, and the Krogan leader about the Shroud sabotage earlier, during the Tomkah convoy.
- Shroud Sabotage Revealed
- Shroud Sabotage NOT Revealed
Shroud sabotage revealed
If you warned Eve and the Krogan leader about the Shroud sabotage in the Tomkah convoy, then by the time Shepard arrives, the STG doctor has already countered the sabotage. Their elevator ascent becomes automatic, meaning they always sacrifice their life to cure the Genophage.
If Mordin is your STG doctor, you can use a Paragon Interrupt as he steps toward the elevator. It doesn’t stop the action, but it lets you say one of two lines:
- “I’ll miss you” — +2 Paragon Points
- “Good work” — +2 Renegade Points
You also gain +15 Reputation for curing the Genophage.
Shroud sabotage not revealed
If you didn’t reveal the Shroud sabotage to Eve and the Krogan leader back in the Tomkah convoy, your STG doctor notices something is wrong. That opens the door for you to potentially stop them from dispersing the Genophage cure. Your options are:
- Pick “[Explain sabotage]” to justify your reasons for +2 Paragon Points, and then choose either:
- “I was wrong” — +2 Paragon Points
- “I need the salarians” — +2 Renegade Points
- Pick “[Delay him]” to try to obstruct the STG doctor for +2 Renegade Points
If you selected either “[Delay him]” or “I need the salarians”, you’ll get additional choices:
- Pick “I’m not stopping you” / “I was wrong. Go ahead” to let the STG doctor ascend and sacrifice their life to cure the Genophage, earning +15 Reputation.
- Pick “I’ll stop you if I have to” to attempt to block the STG doctor through a Renegade Interrupt:
- Pull the Renegade Interrupt to shoot your STG doctor dead for +15 Renegade Points.
- Ignore the Renegade Interrupt to let them go up the elevator, sacrificing their life to cure the Genophage and earning +15 Reputation.
- If Wrex is dead and Eve dies after your STG doctor synthesized the Genophage cure, you also receive two Persuasion options:
- Pick “Now isn’t the time” (Charm) to convince the STG doctor to walk away alive for +15 Paragon Points.
- Pick “Why?” (Intimidate) to convince the STG doctor to walk away alive for +15 Renegade Points.
Additional branches repeat the same two outcomes: pulling the Renegade Interrupt results in the STG doctor being shot dead for +15 Renegade Points, while ignoring it lets them ascend, sacrifice themselves, and earn +15 Reputation.
Then the guide repeats the Charm/Intimidate persuasion options as well: “Now isn’t the time” for +15 Paragon and “Why?” for +15 Renegade, assuming the Wrex/Eve conditions apply.
After you finalize the choices, you’ll watch the Shroud disperse the particles shortly before collapsing. Then you reconnect with the Krogan leader back in the Hollows. If Eve died, this scene becomes her funeral.
The guide notes there are many potential variations depending on how the Shroud finale plays out, but it reassures players that the upper-right dialogue option grants +2 Paragon Points, while the lower-right option grants +2 Renegade Points.
Back on the Normandy
After the finale, Shepard reunites with Admiral Hackett to discuss decisions, then seals the deal with Primarch Victus for Turian support in the upcoming push to retake Earth. Garrus insists Shepard gets rest even though Shepard objects.
Next comes another dream sequence. This time Shepard chases the boy through a park filled with inky-black figures, while voices of the dead echo through the air. Shepard wakes up, talks briefly with Liara over the fallen, then heads to the Vid Comm room.
This conversation is with the Salarian Councillor. As in The Hollows, you’ll have multiple options, but the guide states the upper-right choice always delivers +2 Paragon Points, and the bottom-right option always delivers +2 Renegade Points. Either way, you pick up a new mission: “Priority: The Citadel 2”.
Now you can revisit and explore the Normandy to hear how everyone reacts to the aftermath of Tuchanka.
- CIC — talk to Hackett on the Vid Comm, then talk to Traynor to obtain “N7: Cerberus Fighter Base”, and check in with Joker and Garrus on the Bridge for +2 Reputation.
- If you saved Zhu’s Hope on Feros in Mass Effect 1, you’ll also receive an email. Once read, it grants the Zhu’s Hope Colonists War Asset, worth 30 TMS.
- Crew Deck — talk to Liara, and then talk to EDI in the AI Core.
- Engineering — speak with Javik for +2 Reputation, and with Engineer Adams to complete “Citadel: GX12 Thermal Pipe”. If Gabby and Ken are both present, you’ll receive Optimized Eezo Capacitors worth 15 TMS.
- You can also talk to Diana Allers for an interview. This grants +5 Reputation, and you can add +5 TMS to either Krogan Clans (Charm) or Turian Seventh Fleet (Intimidate).
- Cargo Bay — talk to James.
The guide again restates the Zhu’s Hope email detail and the Diana Allers interview reward/War Asset split, matching the earlier information.
You may spot in the Requisitions Terminal that the M-25 Hornet is now being sold by Batarian State Arms. The guide advises against buying it right now because you can pick it up for free in an upcoming mission.
If you want more Mass Effect 3 help, the guide lists these other pages to check:
- Legendary Edition Changes
- How-To Guides
- Key Choices and Consequences
- Romance Guide
- Walkthrough
- Side Missions
Up next: Act 3 — Quarians and Geth
Top guide sections
- Legendary Edition Changes
- Game Basics
- Tips and Tricks
- How-To Guides
Was this guide helpful?
In this guide
(The source ends after the “In This Guide” label without additional content.)


